Altruist wrote:imagine you are new and for a whole round, a quarter year, you aren't really "allowed" to attack because it doesn't fit your role or you are only allowed to make some retakes? You miss most of the game. Especially finding the balance and timing what to do and when.
This is incredibly important, and I fear we aren't seeing the urgency of this problem. We've retained many of the same players over the years and I worry that we often think in terms of what is good for "the players" meaning the current playerbase vs what is good for "the game" meaning potential new players as well.
It's very hard to keep people interested, especially with so many alternatives available for people to spend their time. We need to take a hard look at ourselves and think about things from a new player's perspective rather than just what we are used to.
Torqez wrote:However! This has been, imo, the reason why IC has degraded. Too many people are now no longer responsible for enough, and then this is a quick way to lose interest.
In my posts above, I've spoken about how people need to be responsible for their own empires. Relying on only 1-2 people in a fam to set direction and tell you what to do, has hurt IC in the long run, imo.
This is another great point. Without sounding unfairly critical, my current family in MW is very dependent on me as the leader to coordinate planet trades, infra jumps, fleet ratios, and pretty much just telling everybody what to do. This sucks because 1) it's quite a bit of tedious and mindless work but more importantly 2) it enables people to be lazy.
I can't entirely blame any one of my family members for losing interest because if somebody else needs to take charge to coordinate such formulaic strategies, what is really left for them to do? At best you'll get a few people interested in spread expansion strategies or war planning, but really so much of the game is logging in, saying "what are you building?" and then just coordinating aid to get people to a specific OB%. It's incredibly boring, and places too much responsibility on too few players.
Torqez used a word in another thread that I very much liked: "empower". I think if we could find a way to further empower individual empires we could make a more rewarding experience for current players and new players alike. That translates very directly into more competition, and therefore a livlier game.
Without getting too specific into ideas (not the point of this thread) I do want to also point out that there is more to this than just race. There is no limit to the way we can affect this part of the game's balance. As an example, the other day I needed something as simple as a "check allies" spell but my only player who had that wasn't going to be online for several hours. How frustrating that something so trivial impacted my ability to coordinate a proper defensive strategy. Things like this honestly make me feel like I'm wasting my time.
Why shouldn't we for instance, have a "mercenary ops" market? Again, this is just an example of how to empower individual players. That idea may or may not be a good one (I personally like it) but the point is there is more to this than just race stats.
I think Altruist is putting it in a good way: we should ask ourselves what it means for a new player to commit to a new game for an entire 3 months. How limited are they currently, and why should it remain so?
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